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Thread: Powers Issues -- General Questions

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    Powers Issues -- General Questions

    Hi folx! Here are some thoughts about Powers in general — their nature, as a game element category, etc. — that have occurred to me over the years, along with my brief thoughts on them. I’m posting them here to stimulate discussion, but not to limit or restrict it. These aren’t necessarily all the general issues about Powers that could be considered, nor the only thoughts about them. Feel free to post anything here that you think is relevant and reasonably constructive; you don’t have to limit yourself to what I’ve posted.

    Regardless of whatever opinion I post on an idea, I’m always willing to be convinced otherwise if you think you can do it. The fact that I’m posting an opinion doesn’t necessarily mean my mind’s made up on an issue; it just indicates my current thinking on the subject.

    Periodically I may post other questions and thoughts that occur to me.


    Q: Should we change the term “Power”?

    Steve’s Thoughts: The use of “Power” as a term for a game element is confusing, since it’s not the same thing as a power, and because Powers can be used to create abilities that people don’t think of as “powers.” It’s a relic of the HERO System’s roots in the Comic Book Superhero genre.

    However, despite my not liking it, and despite having discussed this issue with a lot of people over the years, I’ve yet to come up with anything better.


    Q: Should we consider renaming some of the Powers?

    Steve’s Thoughts: Arguably some of the Powers still have names that are a bit too “comic book-y,” that suggest certain special effects, or that use strained language. Here are some examples that occur to me:

    Current Name —> Possible Change
    Armor —> Defense, Passive
    Desolidification —> Intangibiliity
    Ego Attack —> Mental Attack
    Energy Blast —> Normal Attack, Ranged (or possibly “Blast”)
    Entangle —> Restrain
    Force Field —> Defense, Active
    Force Wall —> Wall (or maybe Barrier)
    HA —> Normal Attack, HTH

    And perhaps all the continuing-effect Mental Powers should have more “generic” names, too, but I think that can slide given that they are, in fact, Mental/Psionic 99% of the time.

    Honestly, though — I’m not sure making these changes gains us much of anything. They’re definitely more generic and less superhero-y, but also kind of flavorless. I’m not sure it’s worth upsetting the apple cart. The only one I’m strongly sold on so far is Ego Attack —> Mental Attack.


    Q: Should we consider adding some new Powers?

    Steve’s Thoughts: There’s certainly no shortage of candidates for new Powers that have been suggested over the years. In my HEROglyphs columns I described the following:

    Probability Alteration (DH #4, allows character to alter probabilities affecting him or others)
    Object Creation DH #7, allows creation of simple objects)
    Activate (DH #14, allows character to activate devices/machines at range)
    Automaton Powers (DH #44, Automaton Powers for all character types)

    Of these, I think the one that definitely deserves serious consideration is Activate. The contortions I had to go through to build abilities to activate devices in the USPD tell me that we need some standard, easy-to-use rule for that effect.

    Beyond those, other suggestions I have heard include:

    —making Succor a distinct Power
    —a power that allows characters to suffocate targets
    —a power that allows characters to inflict a Stunned effect on a target without actually doing any STUN or BODY damage
    —a power that instantly Knocks Out a target without any physical effects like Knockback or injury (for, e.g., sleep spells)
    —a HTH Deflection that does for HTH attacks what Missile Deflection does for Ranged attacks
    —a personal Defense Power that provides protection like a Force Wall does
    —an Invulnerability power

    In considering whether to add a new Power, I think we should keep several issues in mind. First, does a new Power make the HERO System easier to learn or use? You can, for example, build a suffocation attack now, but it’s not as easy or effective as it perhaps should be; adding Suffocate as a Power increases ease of use. Second, does a new Power plug a “gap” in the System or provide something that’s lacking? A “Stun you” and “Knock you Out” Powers would fall into this category. Third, can a new Power be expressed relatively “generically” and in a way that makes it useful in enough genres to merit inclusion in the core rules?


    Q: Should we collapse the Powers down to a very small number and “create” the other effects with Advantages and Limitations?

    Steve’s Thoughts: As early as the 4th Edition design process it was suggested that the number of Powers be boiled down to four — Attack, Defend, Move, Sense — and that all the different Power effects be created from them with Power Modifiers. I don’t think the idea had any more merit then than it does now, and have no intention of implementing it (unless, as usual, someone were to come up with an utterly brilliant argument in its favor). I think this would make the HERO System even harder to learn and create far more problems than it might solve.
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    Re: Powers Issues -- General Questions

    Quote Originally Posted by Steve Long View Post
    Hi folx! Here are some thoughts about Powers in general — their nature, as a game element category, etc. — that have occurred to me over the years, along with my brief thoughts on them. I’m posting them here to stimulate discussion, but not to limit or restrict it. These aren’t necessarily all the general issues about Powers that could be considered, nor the only thoughts about them. Feel free to post anything here that you think is relevant and reasonably constructive; you don’t have to limit yourself to what I’ve posted.

    Regardless of whatever opinion I post on an idea, I’m always willing to be convinced otherwise if you think you can do it. The fact that I’m posting an opinion doesn’t necessarily mean my mind’s made up on an issue; it just indicates my current thinking on the subject.

    Periodically I may post other questions and thoughts that occur to me.


    Q: Should we change the term “Power”?

    Steve’s Thoughts: The use of “Power” as a term for a game element is confusing, since it’s not the same thing as a power, and because Powers can be used to create abilities that people don’t think of as “powers.” It’s a relic of the HERO System’s roots in the Comic Book Superhero genre.

    However, despite my not liking it, and despite having discussed this issue with a lot of people over the years, I’ve yet to come up with anything better.


    Q: Should we consider renaming some of the Powers?

    Steve’s Thoughts: Arguably some of the Powers still have names that are a bit too “comic book-y,” that suggest certain special effects, or that use strained language. Here are some examples that occur to me:

    Current Name —> Possible Change
    Armor —> Defense, Passive
    Desolidification —> Intangibiliity
    Ego Attack —> Mental Attack
    Energy Blast —> Normal Attack, Ranged (or possibly “Blast”)
    Entangle —> Restrain
    Force Field —> Defense, Active
    Force Wall —> Wall (or maybe Barrier)
    HA —> Normal Attack, HTH

    And perhaps all the continuing-effect Mental Powers should have more “generic” names, too, but I think that can slide given that they are, in fact, Mental/Psionic 99% of the time.

    Honestly, though — I’m not sure making these changes gains us much of anything. They’re definitely more generic and less superhero-y, but also kind of flavorless. I’m not sure it’s worth upsetting the apple cart. The only one I’m strongly sold on so far is Ego Attack —> Mental Attack.


    Q: Should we consider adding some new Powers?

    Steve’s Thoughts: There’s certainly no shortage of candidates for new Powers that have been suggested over the years. In my HEROglyphs columns I described the following:

    Probability Alteration (DH #4, allows character to alter probabilities affecting him or others)
    Object Creation DH #7, allows creation of simple objects)
    Activate (DH #14, allows character to activate devices/machines at range)
    Automaton Powers (DH #44, Automaton Powers for all character types)

    Of these, I think the one that definitely deserves serious consideration is Activate. The contortions I had to go through to build abilities to activate devices in the USPD tell me that we need some standard, easy-to-use rule for that effect.

    Beyond those, other suggestions I have heard include:

    —making Succor a distinct Power
    —a power that allows characters to suffocate targets
    —a power that allows characters to inflict a Stunned effect on a target without actually doing any STUN or BODY damage
    —a power that instantly Knocks Out a target without any physical effects like Knockback or injury (for, e.g., sleep spells)
    —a HTH Deflection that does for HTH attacks what Missile Deflection does for Ranged attacks
    —a personal Defense Power that provides protection like a Force Wall does
    —an Invulnerability power

    In considering whether to add a new Power, I think we should keep several issues in mind. First, does a new Power make the HERO System easier to learn or use? You can, for example, build a suffocation attack now, but it’s not as easy or effective as it perhaps should be; adding Suffocate as a Power increases ease of use. Second, does a new Power plug a “gap” in the System or provide something that’s lacking? A “Stun you” and “Knock you Out” Powers would fall into this category. Third, can a new Power be expressed relatively “generically” and in a way that makes it useful in enough genres to merit inclusion in the core rules?


    Q: Should we collapse the Powers down to a very small number and “create” the other effects with Advantages and Limitations?

    Steve’s Thoughts: As early as the 4th Edition design process it was suggested that the number of Powers be boiled down to four — Attack, Defend, Move, Sense — and that all the different Power effects be created from them with Power Modifiers. I don’t think the idea had any more merit then than it does now, and have no intention of implementing it (unless, as usual, someone were to come up with an utterly brilliant argument in its favor). I think this would make the HERO System even harder to learn and create far more problems than it might solve.
    As for new powers I would like to see the F/X based defence from UEP be made standard, I would also like to see FF go away

    also and this is a biggie, We need a possesion power, a your body disapears and is in the other person, probably with a -1/2 lim for personality switch
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    Re: Powers Issues -- General Questions

    Quote Originally Posted by Steve Long View Post

    Q: Should we change the term “Power”?

    Q: Should we consider renaming some of the Powers?
    I, for one, am indifferent to name changes of any kind. While they might make the system more "universal," they'd also hinder backwards-compatibility.

    Q: Should we consider adding some new Powers?
    Most definitely. While the existing system can simulate any effect, it can't always do it elegantly; sometimes, it can't even do it very sensibly.

    Probability Alteration (DH #4, allows character to alter probabilities affecting him or others)
    If Hero Points are included in the system, this Power might become redundant. If they aren't, then I would favor this Power or some variation being included in 6th.

    Object Creation DH #7, allows creation of simple objects)
    I'm somewhat in favor of including this Power because it limits the dependence on Transform to model effects, which sometimes gets out of hand. Perhaps it could be expanded to allow for the creation of Green Lantern-style Force Objects.

    Activate (DH #14, allows character to activate devices/machines at range)
    I think this Power needs to be included, and also needs to be explictly expanded to allow for the Activation of non-mechanical Powers.

    Automaton Powers (DH #44, Automaton Powers for all character types)

    —a power that allows characters to suffocate targets
    —a power that allows characters to inflict a Stunned effect on a target without actually doing any STUN or BODY damage
    —a power that instantly Knocks Out a target without any physical effects like Knockback or injury (for, e.g., sleep spells)
    —a HTH Deflection that does for HTH attacks what Missile Deflection does for Ranged attacks
    I'm in favor of each and every one of these. The "Stun" Power should perhaps have levels of effect: at the most basic level, it costs the target a Phase of actions but doesn't inflict any other penalty associated with being Stunned, while progressively higher levels would inflict the DCV penalty and forcible turn-off of the target's Powers.

    —a personal Defense Power that provides protection like a Force Wall does
    —an Invulnerability power
    I think the first Power (which I support including) at least partially obviates the need for the second. It's much easier to model Invulnerability when you don't need to worry about blocking massive amounts of Stun damage.


    Besides the above suggestions, I think a "Trip"/"Throw"/"Knockdown" Power would be useful.

    Q: Should we collapse the Powers down to a very small number and “create” the other effects with Advantages and Limitations?
    Most definitely not. The Power system is, IMO, the essence of Hero, and changing it that much would feel more like a new game than a new edition.

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    Re: Powers Issues -- General Questions

    I think some tinkering with defense powers, particualrly force field is perhaps called for.

    Armor is, to me, a deal, in comparison to FF. Yes, FF does have the advantage of the adder that lets you protect things that are carried.

    But the fact that armor is 0 END, its persistant, and has no visible effect seems to counter that. Buying Armor with all the limits to make it act like force field makes it cheaper than force field.

    Maybe the solution is to somehow make force field cheaper, or have it too start out as 0 end, but not persitant, counterbalanced by having the adder for carried objects/persons.
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    Re: Powers Issues -- General Questions

    I'm really not sure about an "instant stun/knockout" power. There's a way to model those effects currently (large, often NND attacks, for one). Seems like the effect would have to be prohibitively expensive to be balanced and borders on being an absolute.

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    Re: Powers Issues -- General Questions

    Quote Originally Posted by nexus View Post
    I'm really not sure about an "instant stun/knockout" power. There's a way to model those effects currently (large, often NND attacks, for one). Seems like the effect would have to be prohibitively expensive to be balanced and borders on being an absolute.
    The problem is that under the current system, for example, putting someone to sleep is essentially the same as damaging them. Injured people fall asleep faster, and when you heal them, they wake up. It's very unusual and means that powers with that special effect just don't feel right.

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    Re: Powers Issues -- General Questions

    Quote Originally Posted by Steve Long View Post
    Q: Should we change the term “Power”?
    I can't see making this change. Admittedly I spent only a few minutes mulling ideas, but everything I came up with was either lame, ambiguous or suggested some other genre that comic books. Unless you hit on something clearly superior to Power, I'd leave it alone.

    Quote Originally Posted by Steve Long View Post
    Q: Should we consider renaming some of the Powers?

    Steve’s Thoughts: Arguably some of the Powers still have names that are a bit too “comic book-y,” that suggest certain special effects, or that use strained language. Here are some examples that occur to me:

    Current Name —> Possible Change
    Armor —> Defense, Passive
    Desolidification —> Intangibiliity
    Ego Attack —> Mental Attack
    Energy Blast —> Normal Attack, Ranged (or possibly “Blast”)
    Entangle —> Restrain
    Force Field —> Defense, Active
    Force Wall —> Wall (or maybe Barrier)
    HA —> Normal Attack, HTH
    Well, I agree with Ego Attack -> Mental Attack, and I'd like to cast my vote for Desolidification -> Intangibility if only because the latter is actually a word in the English language. I don't see the rest of them as clear improvements, and I particularly dislike "Defense, Passive" and "Defense, Active" which remind me of military procurement forms. I'd think if you went with those names you'd want an entry under the old names Armor and Force Field that directed people where to find these effects. Thinking about it a little more, I do also kind of like "Entangle -> Restrain." People familiar with the system understand what Entangle is, but to new folks the word Entangle sort of implies a physical object.

    Quote Originally Posted by Steve Long View Post
    Q: Should we consider adding some new Powers?

    Probability Alteration (DH #4, allows character to alter probabilities affecting him or others)
    Object Creation DH #7, allows creation of simple objects)
    Activate (DH #14, allows character to activate devices/machines at range)
    I can see a case for each of these. I'm a touch leery of the name "Activation" because it implies you can turn something on and not much else. "Control" comes to mind as a replacement but it has semantic problems, too. I can't offer a replacement name that I like.

    Quote Originally Posted by Steve Long View Post
    —a power that allows characters to suffocate targets
    This seems a little specific for a Hero power to me.

    Quote Originally Posted by Steve Long View Post
    —a power that allows characters to inflict a Stunned effect on a target without actually doing any STUN or BODY damage
    IMO, this seems a little close to absolutism.

    Quote Originally Posted by Steve Long View Post
    —a power that instantly Knocks Out a target without any physical effects like Knockback or injury (for, e.g., sleep spells)
    Likewise.

    Quote Originally Posted by Steve Long View Post
    —a HTH Deflection that does for HTH attacks what Missile Deflection does for Ranged attacks
    Hmmm. I think this would have to be expensive or GMs would constantly be telling characters they can't have it because it's out of concept. It would be the Wii of powers - everyone would want it.

    Quote Originally Posted by Steve Long View Post
    —an Invulnerability power
    I see that risk of absolutism, again. I'd have to know what the power entailed - what it brings to the table that can't be simulated with high defenses and/or damage reduction. Maybe I'm missing something obvious?

    Quote Originally Posted by Steve Long View Post
    Q: Should we collapse the Powers down to a very small number and “create” the other effects with Advantages and Limitations?
    I don't think this would be a good idea for basically the same reasons you cited, and especially as regards helping people learn the system. If every power requires a complex description, new people are going to face a steep learning curve, which I'd guess is the opposite of what you want in a new edition...
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    Re: Powers Issues -- General Questions

    Quote Originally Posted by Andrew Cermak View Post
    The problem is that under the current system, for example, putting someone to sleep is essentially the same as damaging them. Injured people fall asleep faster, and when you heal them, they wake up. It's very unusual and means that powers with that special effect just don't feel right.
    I see where your coming from even though I don't feel the same way. Stun (and Body) are abstractions after all but I can see your point.

    Edit: Maybe something like Entangle but based on Con, sfx: Target is "stunned" or unconscious?
    Last edited by nexus; Feb 17th, '08 at 06:06 PM.

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    Re: Powers Issues -- General Questions

    Probability Alteration (DH #4, allows character to alter probabilities affecting him or others)
    Sounds interesting, and maybe as a good building block for other powers created by a GM.

    Object Creation DH #7, allows creation of simple objects)
    Different from the current transform rules?

    Activate (DH #14, allows character to activate devices/machines at range)
    Nuetral feelings. Feels to campaign specific.

    Automaton Powers (DH #44, Automaton Powers for all character types)
    No idea, one of those 'I'd have to see it' things.

    As for the other suggested, they fall into to the 'we can build these easily already' category for the most part.

    —a power that allows characters to suffocate targets
    Thats an effect many powers can simulate already, IMO.

    —a power that allows characters to inflict a Stunned effect on a target without actually doing any STUN or BODY damage
    Thats any attack bought with a limitation 'can only stun a target, not do any lasting damage.'

    If the goal is to achieve a stun effect within active point limits that normally don’t let a combatant achieve that result easily..well, the GM can either let is slide with an exception, rather than have to disallow a power achieving this powerful combat effect within set AP limits. That’s my feel.

    —a power that instantly Knocks Out a target without any physical effects like Knockback or injury (for, e.g., sleep spells)
    sounds like an FX for many attack powers, or even a mind control.


    —a HTH Deflection that does for HTH attacks what Missile Deflection does for Ranged attacks
    Ok, I'm not getting this one. That sounds like buying lots of levels in the block maneuver to me, or dodge.

    —a personal Defense Power that provides protection like a Force Wall does
    Force wall, self only....

    —an Invulnerability power
    eww. Invulnerability. A very subjective term. 'Nuff said.
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    Re: Powers Issues -- General Questions

    Quote Originally Posted by incrdbil View Post
    Ok, I'm not getting this one. That sounds like buying lots of levels in the block maneuver to me, or dodge.
    I think it's building the Reflection part that's an issue.

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    Re: Powers Issues -- General Questions

    Quote Originally Posted by Steve Long View Post
    Q: Should we change the term “Power”?
    Yes, since we are going to roll Characteristics, Perks, Powers, Skills and Talents into one beast. Good luck with a name.

    Quote Originally Posted by Steve Long View Post
    Q: Should we consider renaming some of the Powers?
    Yes. They are going to have to be far more generic. Attack. Defense. Movement. Alter.

    Quote Originally Posted by Steve Long View Post
    Q: Should we consider adding some new Powers?
    Yes and no. You will have to add some new effects for your Characteristics/Perks/Powers/Skills/Talents thingie.

    Quote Originally Posted by Steve Long View Post
    Q: Should we collapse the Powers down to a very small number and “create” the other effects with Advantages and Limitations?
    Are you even listening to me?

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    Re: Powers Issues -- General Questions

    Changing the names seems unnecessary; and changing them simply so "Heroic" players are mollified is silly. Heroic Players came late in the game, quit yer whinin'.
    But I generally use HERO for Supers so I could be wrong
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    Re: Powers Issues -- General Questions

    Quote Originally Posted by Steve Long View Post

    Q: Should we change the term “Power”?
    NO... I mean, yes, HERO is more than just Champions, but which characters are most likely to use these abilities? Supers. What do supercharacters call their abilities? Powers!

    There really isn't a more appropriate name given that the abilities in other genres are too genre-restricted or applicable only to certain categories (e.g. 'Weird Talents' in Pulp are largely Psychic/Mental Powers).

    Q: Should we consider renaming some of the Powers?

    Steve’s Thoughts: Arguably some of the Powers still have names that are a bit too “comic book-y,”
    Again, I don't see a problem with that, or at least one that isn't a bigger problem than the 'solution.'

    Here are some examples that occur to me:

    Current Name —> Possible Change
    Armor —> Defense, Passive
    Desolidification —> Intangibiliity
    Ego Attack —> Mental Attack
    Energy Blast —> Normal Attack, Ranged (or possibly “Blast”)
    Entangle —> Restrain
    Force Field —> Defense, Active
    Force Wall —> Wall (or maybe Barrier)
    HA —> Normal Attack, HTH

    And perhaps all the continuing-effect Mental Powers should have more “generic” names, too, but I think that can slide given that they are, in fact, Mental/Psionic 99% of the time.

    Honestly, though — I’m not sure making these changes gains us much of anything. They’re definitely more generic and less superhero-y, but also kind of flavorless. I’m not sure it’s worth upsetting the apple cart. The only one I’m strongly sold on so far is Ego Attack —> Mental Attack.
    I like "Ranged Attack" for generic EB, "Restrain(t)" for Entangle and Mental Attack for EGO Attack. I also propose that Dirty Infighting be renamed "Make Somebody Stop Living With Your Fist" and Kung Fu be renamed "That Psycho Bruce Lee $#!t"

    Q: Should we consider adding some new Powers?

    Steve’s Thoughts: There’s certainly no shortage of candidates for new Powers that have been suggested over the years. In my HEROglyphs columns I described the following:

    Probability Alteration (DH #4, allows character to alter probabilities affecting him or others)
    Object Creation DH #7, allows creation of simple objects)
    Activate (DH #14, allows character to activate devices/machines at range)
    Automaton Powers (DH #44, Automaton Powers for all character types)

    Of these, I think the one that definitely deserves serious consideration is Activate. The contortions I had to go through to build abilities to activate devices in the USPD tell me that we need some standard, easy-to-use rule for that effect.
    Of these, the one I most like is Automaton Powers, given there are some cases where a non-Automaton shouldn't have Hit Locations (assuming the game in question uses those rules).


    Beyond those, other suggestions I have heard include:


    —a power that allows characters to suffocate targets
    —a power that allows characters to inflict a Stunned effect on a target without actually doing any STUN or BODY damage
    —a power that instantly Knocks Out a target without any physical effects like Knockback or injury (for, e.g., sleep spells)
    These would be more appropriate if there was a D&D/D20-like "all or nothing" saving throw mechanic; i.e. the character makes this roll or suffers the effect. It's something that HERO is missing, but on the other hand this comes close to violating the 'no absolutes' principle.

    —a HTH Deflection that does for HTH attacks what Missile Deflection does for Ranged attacks
    I think this is what's called "Block." Or would this be with a "Ranged" Advantage like standard Missile Deflect?

    —a personal Defense Power that provides protection like a Force Wall does
    We're already simulating this with No Range on FW.

    —an Invulnerability power
    This falls under the 'no absolutes' guideline.

    Q: Should we collapse the Powers down to a very small number and “create” the other effects with Advantages and Limitations?

    Steve’s Thoughts: As early as the 4th Edition design process it was suggested that the number of Powers be boiled down to four — Attack, Defend, Move, Sense — and that all the different Power effects be created from them with Power Modifiers. I don’t think the idea had any more merit then than it does now, and have no intention of implementing it (unless, as usual, someone were to come up with an utterly brilliant argument in its favor). I think this would make the HERO System even harder to learn and create far more problems than it might solve.
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    Re: Powers Issues -- General Questions

    I'll say that I've never gotten the "No Absolutes" thingy. I mean isn't an NND an Absolute? Either you have the Defense and it doesn't work or you don't and it does?

    So why not a similar defense: Immunity to SFX; either the attack is fire or it isn't.

    And I don't think the rest of the Hero Mechanics would die from it.
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    Re: Powers Issues -- General Questions

    Quote Originally Posted by Steve Long View Post
    Q: Should we change the term “Power”?
    Disambiguation is best. Saying what you mean is best. 'Power' is neither.

    You can now have an ambiguously X-powered Power; many Powers can be skillful use of minimal power, or of an opponent's power, or are merely absences of anything at all.

    We have a word, 'Power', that is both ambiguous and used to mean things it, in common parlance, doesn't.

    The sense you seem to be looking for is 'Ability'. And, by coincidence, it's my favorite candidate. Less awkward than 'Capacity', 'Means', 'Aptitude', 'Attribute', 'Characteristic', 'Potential', 'Prowess', or 'Faculty', it's Able to do the job.

    A Variable Ability Pool, for example, more directly states what that framework does. Advantaged and Limited Abilities both make more sense than Advantaged or Limited Powers.

    On the whole, I'd prefer a shorter, pithier word, but none seem to fit, and there's a workaround for that issue. 'Ab' is a great short form, and within the game context would be clear and handy.

    As a bonus, you can have Able Lists, to list who on your roster is able to fill a needed role, because of their Abilities.
    Q: Should we consider renaming some of the Powers?
    ..
    Current Name —> Possible Change
    Armor —> Defense, Passive
    Desolidification —> Intangibiliity
    Ego Attack —> Mental Attack
    Energy Blast —> Normal Attack, Ranged (or possibly “Blast”)
    Entangle —> Restrain
    Force Field —> Defense, Active
    Force Wall —> Wall (or maybe Barrier)
    HA —> Normal Attack, HTH
    There are clear advantages to kicking 'Armor' off the list of current names; it's misleading and obfuscatory.

    For the same reason, the suggested 'Defense, Passive/Active' is not great. For one, there's already Physical/Energy Defense (nonresistant). If you're going to reuse the word as proposed, there appears to be a major overhaul of Resistance needed to go with it. (Not saying there isn't.)

    Also, Defense is both a category word, and the name of all abilities within that category? It introduces more opportunities for confusion.

    'Fortification' (long), 'Aegis' (yuck), 'Fortitude' (meh), all not great. 'Buffer' has potential, but.. seems weak and generic. Still, a Physical Buffer or Energy Buffer.. not impressive. 'Toughness'.. also not fond of. I am fond of 'Proof'; it's short, simple, works well in compound terms: 'Energy Proof', 'Killing Proof', 'Normal Proof'... and maybe needs a better sales pitch.

    I'm also not fond of the 'Passive/Active' part. Latent, Innate, or simply Persistent for Passive are all better, in that they don't assume something about the ability that is not required. Unless that's another planned overhaul.
    .. but also kind of flavorless.
    Which we'd also want to avoid.
    Q: Should we consider adding some new Powers?
    Yes, up to where you say:
    —a power that allows characters to suffocate targets
    This doesn't add anything, IMO. There are already useful drowning rules, and rules for suffocating based on the drowning rules and consistent with them; it's artificial to add a new layer of complication by putting in a power that specifically does this. Would it mean that you can't suffocate someone unless you've bought the power? Is NND such a bad way to simulate a combat-effective suffocation effect, where needed? Suffocation by drowning rules takes a long, long time for most characters -- as it should -- so adding a long, slow power to specifically do this that makes combat more cumbersome to run isn't an advantage, to my mind, when there's already 'suffocation' attacks as NNDs, which don't do this.
    —a power that allows characters to inflict a Stunned effect on a target without actually doing any STUN or BODY damage
    At best, this deserves a footnote in Transformation about how to build Transformation -> STUNNED, no? I hate to put everything into the Transformation bucket, but this is one of those places it fits, to my mind.
    —a power that instantly Knocks Out a target without any physical effects like Knockback or injury (for, e.g., sleep spells)
    Sure.. why isn't this Dispel Stun?
    —a HTH Deflection that does for HTH attacks what Missile Deflection does for Ranged attacks
    Long overdue. The ability to redirect HTH attacks at adjacent attackers is needed, and there are times when 'Block' isn't really what the defender is doing. Alternately, why bother to distinguish HTH from Ranged for Deflection, at all? Simply clarify some rules about interactions of attacks with Deflection.
    —a personal Defense Power that provides protection like a Force Wall does
    I'm uncomfortable about game balance for this, and believe giving a set of examples of how to build strong force fields with damage reduction, or a limitation like 'Breaking Point' on force fields would work just as well. (E.G. a 40/40 FF, if damage gets past it in some ratio/level/period of time it has a chance of failing/freezing up/knocking out the user.)
    —an Invulnerability power
    I'm uncomfortable about game balance for this, and believe giving examples of how to build strong Proof abilities with damage reduction limited to certain special effects would work just as well.
    Q: Should we collapse the Powers down to a very small number and “create” the other effects with Advantages and Limitations?
    What an interesting thought exercise. It should definitely be done, included as an Appendix, and never referred to again. As an Appendix, it could help people trying to wrestle with first principles of the game mechanics get a handle on what the designers were thinking, without becoming an impediment to clear understanding, since from such a framework, one could come up with countless equally valid variations..

    So sure, do it. But still do the real thing, too.

    And thank you for providing this forum for contribution.
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